/Engine/Plugins/Interchange/Runtime/Source/FactoryNodes/Public/InterchangeAnimSequenceFactoryNode.h
Set the optional existingUSkeletonthis anim must use. The AnimSequence factory will use this skeleton instead of the imported one (from GetCustomSkeletonFactoryNodeUid) if this attribute is set and the skeleton pointer is valid. Pipeline set this attribute in case the user want to specify an existing skeleton.
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") bool SetCustomSkeletonSoftObjectPath ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & AttributeValue )